SOLITAIRE 



The Great Euixpean Game of '^ Patience '^^ 



FOR ONE OR MORE PLAYERS 

HOW TO PLAY FORTY OF 
I'HE MOST INTERESTING 
AMERICAN, ENGLISH, GER- 
MAN AND FRENCH GAMES 



Completely 
Illustrated 



PRICE - - 25 CENl S 




Class 
Book 



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COPYRIGHT DEPOSrr 



SOLITAIRE 



PRICE, 25 CENTS 



Copyright, 1909 

by 
C. C. BROCK 

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r U B L I S II E D H Y 

C. C. BROCK 

542-544 ELLICOTT SQUARE 
BUFFALO. N. Y. 



LIBRARY of CONGRESS 
Two GoDies Received 

MAR 10 1909 

Ccpyritnt tntry 
\IlASS O. XXc. No. 
COPY 3.^ 



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Union and Times Press 
Buffalo. N. Y. 



PREFACE 



T N compiling this little book, the endeavor has been to make 
it as complete as possible, and to comprise most of the best- 
known forms of an unpretending but very useful game. Many of 
those included in this collection have been taken from an Eng- 
lish book, ''Games of Patience," and rewritten; others have been 
taken from translations of a French book, but these have also 
been re-written, and illustrations added, so that the solitary 
learner will find no difficulty in mastering the most intricate of 
the games. 

In the hope that it will solace some weary and lonely hours, 
and afford a quiet amusement to those sorely in need of one, this 
little volume is launched upon its way. 



I NTRO D U CT I ON 



LET no one despise the game of Solitaire. Many are apt to do so, and 
to look down on it as altogether puerile, because it is humble among 
games; it knows no fierce altercations of exultation or despair; it gives no 
scope for finesse; there is no adversary to outwit and defeat; in short, there 
is no excitement about it of any sort, Nevertheless, it has its uses, and 
there are many overworked brains, lonely hearts, and pain-racked nerves, 
that can testify to them. Ladies living alone who have to sit through 
solitary evenings reading, writing or working, till their brains are dazed 
and fingers sore, have found it an immense relief to put books and work 
aside, get out the cards, and amuse themselves with a game of solitaire 
before going to bed. We know of hard-worked professional men who play 
it regularly every evening; it makes a break in their thoughts, and keeps 
them from dwelling at night on the business which has been absorbing 
them all day. Doctors say that in such cases it is most valuable, for 
that any unexciting game soothes the brain, and is the best remedy against 
insomnia. Many invalids, condemned to lie on a dreary couch the live-long 
day, look forward to their evening game of solitaire as the most enjoyable 
time of their sad existence. 

The game has also another quality: it can be played alone. Often 
an invalid will lie wearying for a game to take her thoughts off her pain. 
But give her a small take and two packs of cards, and she will be able 
to amuse herself without interfering with anyone else, or feeling herself 
a- bore to her companions. 

But it does not always require overwork or invalidism to prove the value 
of this solitary game; there is yet another experience, probably within the 
knowledge of all. Who has not at some time or other known the utter 



dreariness of a wet day at a small seaside country place — the meach and 
streets de&erted; nothing to be seen but a leaden sky and a leaden sea; 
nothing to be heard but the monotonous drip of the rain; the paper read 
through, even to the advertisements; the small stock of very ancient books 
at the library exhausted. Nothing to be done between meal-times but to 
yawn? Yes, cards can be bought anywhere. Let the unhappy victim of 
ennui secure two packs and interest himself in the intricacies of one of 
the more difficult games as described in this volume, and he will find that 
Solitaire will prove in the full sense of the words a veritable pastime. 

Solitaire, therefore, claims to be not only of negative, but of positive 
merit; and one charm of the game — or, to speaw more correctly, the series of 
games — is the infinite variety. There are some to suit every taste. The 
many players who like a hard nut to crack, and require a game which is 
interesting, and difficult of achievement, the successes bearing the proportion 
to the failures of about one in ten; the many others who do not care to 
puzzle their brains overmuch, but like a placid amusement with a "happy 
ending" — each of these will find games to suit them in this collection. The 
solitary student who has pored over his books till he can see no longer, the 
lonely lady, the husband and wife tired of whist and bridge, the young 
people home for the holidays who want a game that will take in several 
players — in short, whether it is the old or the young, the one or the many, 
Solitaire does its harmless best to please and amuse them all. 



SIR TOMMY SOLITAIRE. 

This is said to be the first Solitaire invented; but who the Sir Tommy 
was who gave his name to it — whether it was invented by him, or 
for his special amusement — we do not know. It has the character of being 
a very aggravating Solitaire, for, though apparently simplicity itself, it is 
very difficult to do, unless the cards are ^extremely favorable. 

The object to be accomplished in this game is to build up packets from 
the ace to the king; and you do not follow suit, but take the cards accord- 
ing to their significance. One pack only will be needed, with which you 
will proceed to form four heaps. As the aces turn out, you place them 
below these heaps, packing on them at 'every opportunity. There is no 
rubbish-heap to be made. A^ the cards are dealt you place them — sup- 




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posing they will go on an ace-packet — on either of the heaps you choose. 
But this power of choice is often your bane; it is so difficult to determine, 
for instance, whether an eight should go on a seven or on a king^ with the 
risk of another king quenching it altogether. If the cards come out un- 
favorably you often have to put high upon low ones, at the imminent peril 
of chockering. The kings frequently reserve themselves, in the most pro- 
voking manner^ till near the end, when it becomes a choice of evils on 
which heap to put them. Your best chance of succeeding in the game is 
when they come out early, so as to make a foundation for the heaps; and 
if you can manage it, it is a good plan to keep one packet for the high 
cards. You may not transfer from one heap to another; where a card is 
placed, there it must remain until it works off in due and proper course. 
Nor have you a second chance. If the packets are not completed by the 
time the cards are all dealt out, you must shuffle them up and begin again. 

ROLL CALL. 

The roll-call is almost too trivial to be included in this collection; 
nevertheless, it is amusing to children, and useful in teaching them the 
signification of the cards. Turn out from the pack all below seven (retain- 
ing the aces); shuffle well, and then deal the cards out, saying as you do so: 
Seven, eight, nine, ten, jack, queen, king, ace. , 

If a card of the right number turns up, put it on one side. 

Continue dealing out, keeping the same rotation until either all the 
cards have duly answered to the roll-call, or you find that the remainder 
always come round in the sam'e order, in which case you have not suc- 
ceeded in your object. 



WHEAT-EAR SOLITAIRE. 

Shuffle two packs together; lay out, face upwards, twenty cards, over- 
lapping as a wheat-ear, and four re&erve cards on each side of it. Use the 
card next turned (i. e., the twenty-ninth) as the foundation of your pile,. 



and the other seven cards of similar value as tbey come to hand. Pile on 
these cards in ascending sequence of any suit. Use from the wheat -ear 
when possible (i. c., whenever a suitable card is exposed); failing that, use 
from the eight reserve cards, which may be replenished from your hand 
or the top card of the rubbish-heap, on which you place all unsuitable 
cards whilst dealing. You have the privilege of dealing over the rubbish- 
heap once more, but without shuffling; and some allow the extra privilege 
of taking the top card of the rubbish-heap direct when there is no vacancy 
in the reserves. 

BEZIQUE SOLITAIRE. 

Take two packs of cards as used for bezique — i. e., leaving out all cards 
between ace and seven — shuffle them together, and deal them out, faces 
upwards, in eight rows of eight cards in each row, the second row slightly 
overlapping tbe first, and so on. 

Then commence by taking out any aces from the exposed row to form 
the foundation of your eight packets, placing on them any sevens of tjhe 
same suit, and otber cards (from ace, seven, up to king of the same suit) 
in ascending sequence, as they become exposed. An exposed card may be 
removed from any row and placed on an exposed card of any other row in 
descending sequence, but not on the same color; they must be alternately 
placed red on black or black en red. If, when first dealt, there is no ace in 
the exposed row, you can go on packing in descending sequence and alternate 
colors until an ace is exposed. When one of the eight perpendicular lines 
has been cleared, you can recommence it with any exposed card, and again 
continue placing black and red alternately. It is an advantage to get off 
the kings in this way, as they cannot be placed on any other card. 

Eemove cards as often as you like, as there is no limit to the number 
of cards that may be in a packet; but the packets must not exceed eight in 
number. When no more exposed cards can be used for your packets, gather 
all the unused ones up from the table, shuffle, and deal them in rows of 
eight as far as you have cards left. You are allowed three deals; but if 
unable to take up an ace or any other card necessary for your packets, that 
deal is not counted as one of the three. 

PUSH PIN SOLITAIRE. 

A very short explanation is required for this game. Shuffle two packs 
together, then deal out, placing the cards side by side. Whenever one or 
two cards are between two others of the same suit, or of the same signifi- 
cation, as a diamond and heart between two clubs, or between two jacks, 
or two aces, etc., you push these cards out and close up the rank. Also, if 
several cards of one suit are between two of another suit, or of the saniie 
value, you may discard them all — that is, suppose five hearts are between 
two spades, or between the nine of clubs and the nine of diamonds, you 
may push out all the five, and bring the two other cards together. In this 
manner the line continues lengthening and then contracting, often returning 
to tbe first two. If, when all the cards are dealt out, there is still a line 
left, you have the privilege of altering the place of two cards, which gives 
fresh combinations, and allows more imprisoned cards to be set free. 

NUMBER ELEVEN. 

One pack only is required for this game. Place twelve packets, of four 
cards each, in three rows, displaying the top cards; the last four are to bft 
kept as a reserve. Now remove any two cards that muII form eleven; and 

8 



as the court cards cannot join in the combination, they may be taken off 
whenever king, queen, and jack are displayed at the same time on the 
board. When you have found all your elevens, there will be packets with 
their faces downwards; turn the top cards up, and proceed as before. As 
the packets become exhausted, fill each vacant place with a card taken from 
the reserve. If you do not succeed in removing all the cards, you have 
failed in the game. 

HIGGLEDY PIGGLEDY. 

No diagram is required to illustrate this game, as a simple description 
will sufiice to make it intelligible. Shuffle two packs together and scatter 
them higgledy-piggledy over the table, face down, leaving a space in the 
middle. Draw a card, and lay it face up in the empty spaoe; this, with the 
seven others of the like value, will be base cards, and are to be built up in 
suit to the card next them in value, that is, if a queen is the base, the 
crowning cards of her packet will be the jack. Continue drawing cards 
one by one, and those which cannot be placed on the bases may form 
rubbish heaps, of which there are four, packed by the player at discretion. 
When the cards are all drawn, the player takes up the rubbish heap on the 
left, turns it, and deals out again, distributing the cards over the three 
other heaps, of course building on the centre packets whenever he can. In 
the next round he distributes the second packet over two heaps; then the 
third over the last one, and finally, the fourth packet is turned and playted 
out. If by that time the bases are not filled up the game has failed. 

PICTURE SOLITAIRE. 

This game is a very simple one, and is played in the following manner: 
Lay out nine cards in three rows; then proceed to form a rubbish heap. As 
you play out the first pack, you place the four aces, as they appear, on 





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the left, the four kings on the right of these nine cards; and these gradu- 
ally draw to themselves their respective suits, the aces in the upward, 
the kings in the downward, scale. Whenever you take a card from the 
centre formation, you must fill up the gap from the rubbish heap. In 
dealing out the second pack, the aces and kings are treated like the other 



cards, and thrown on the rubbish heap, unless they can be placed. The heap 
may he turned once; but if, on going through it the second timie, the cards 
are not absorbed in their respective packets the game has failed. 

THE KNAVES' DIAL. 

This game is a simple and easy one, and merely requires watchfulness 
in dealing out the cards. Two packs are required, which should be shuffled 
together thoroughly. The first card which turns up determines the suit 
which is to form the base of the dial. The cards are to be arranged in a 
semi-circle, according to their value, from the ace to the king, with the 



4 




Rubbish Heap 

exception of the jacks; as these turn out of the pack, they are placed in 
two rows within the semi-circle, to watch the progress of their dial. Cards 
that cannot be placed are thrown on tbe rubbish heap. We will suppose 
that the first card turned up is the four of clubs; clubs, therefore, will be 
the base, end, as each card of this suit turns out, it is placed according to 
its signification, and will receive the seven other cards of the same value 
upon it. But these must be added only in alternate colors; the clubs will 
receive hearts or diamonds upon them, to be followed by spades, or the 
clubs of the second pack, which in their turn will receive a red card; and 
if the gam'e has succeeded, the dial which began as a black one will end as a 
red. It is allowable to turn the rubbish heap once. 

THE BARONESS SOLITAIRE. 

This game is one of the No. 13 combinations, and is, like Quadrille 
Solitaire, a very old one. The kings are to be discarded, as, counting thir- 



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teen themselves, they combine with no other number. One pack is re- 
quired. Deal five cards in a row; if any two of them make thirteen 
when added together, remove them, and lay them aside. Deal another 



10 



row of five on the top of the first row; again remove the thirteens, and 
deal out again. If the thirteens are not all paired by the time the pack is 
dealt out, the game has failed. 

In the diagram given it will be seen that there are two combinations 
of thirteen (a a and b b) which can be removed. 

GRANDFATHER SOLITAIRE. 

There is an element of difficulty and uncertainty about this game, which 
renders it more interesting than those where success is more easily attained. 
Two packs are requisite, which should be thoroughly shuffled together. 
You will now proceed to lay out on the table two parallel lines of ten cards 
each. As the kings and aces of the four suits are turned up, they are 




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placed, the former above, the latter below, these two lines, and are built 
lu[pon, according to their 'suits, in the usual manner: the duplicate k^ngs 
and aces which are to crown the packets take their place in the lines like 
other cards. 

When a vacancy occurs in the line, it is at once filled up from tbe 
pack. A rubbish heap may now be formed; but the player has a certain 
privilege of choice — he may, if he pleases, deposit one card upon any or all 
of the twenty displayed cards. Care and judgment are required here, not 
to place a card which will chocker the one below it, as that cannot get free 
until the upper one is removed. The rubbish heap may be turned once; 
but, notwithstanding all these privileges, the failures are frequent in this 
game. 

PUZZLE SOLITAIRE. 

This game requires only thirty-two cards. ( Throw o^it all below seven, 
retaining the aces.) Lay four cards out, side by side. When the kings 
appear, place them above this row, and as you continue dealing out on the 
lower cards, place those of each suit in their proper sequence on the kings, 
whenever you are able to do so, down to the seven. You may gather up 
the four lower packets once, and re-deal them out. 



11 



HASTY SOLITAIRE. 

This is a game for two people. It requires no illustration, and a very 
few words will explain it. Each player holds a pack in his hand, of course 
with the backs towards him. This is an invariable rule in all Solitaire. At a 
given signal the opponents begin forming a rubbish-heap in front of them 
as quickly as they can. As the aces turn up, they are placed in the centre of 
the table, and covered with cards in due rotation, not paying any attention 
to suits. The player who completes a packet with a king must move it 
from the table; it is generally thrown on the floor, as this game allows no 
time for small ceremonies. When each player puts a card simultaneously on 
a packet, the lowest has it; the uppermost must be taken back. When the 
pack is exhausted, gather up the rubbish-heap, and deal out again. The 
player who gets rid of all his cards first wins the game. 



ONE TO SIX SOLITAIRE. 

This is a game which at first sight appears extremely simple, yet 
faikire is not only a possibility, but a very frequent result. The principal 
feature in this Solitaire is that you count from one to six, laying four cards 
down in a row, and adding the fifth and sixth to the rubbish heap. Aa 
soon as the sixth is turned, but not before, you survey the exposed cards; 









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the aces of the first pack you place in a row below, tbe kings in one above, 
the four piles, and these gather to them, by degrees, their own suits, in due 
rotation. You continue this process, dealing on the four centre piles, and 
adding two to the rubbish heap, until both packs are finished, the aces and 
kings of the second one being dealt out like the other cards. You may now 
spread out the rubbish heap, and take from it all the cards that can find 
places on the upper or lower row of packets. Gather up the four centre piles, 
place the remaining cards of the rubbish heap on the top, so as t( alter the 
rotation, and again begin to count from one to six. You may repeat the 
whole process three times; yet, even so, with the enormous advantage of 
taking what cards you want from the rubbish heap, tbey have such a faculty 
for burying themselves, that you often come to the end of the third trial 
without having attained your object, i. e., the completion of the eight 
packets. 



12 



ANTIPATHY SOLITAIRE. 

This is a game for two players, and no great skill is required for it. 
It is more adapted for children than for adults. Two packs must be thor- 
oughly well shuffled together, and then equally divided. The players place 
their respective packets before them, face downwards, and turn a card 
simultaneously. If the two agree in value they are thrown aside; if not, 
they are laid down, face upwards, and another card is turned by each. 



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When the two packs have been gone through in this manner, the 
eerds are gathered up together (all but the pairs thrown aside, which are 
Giit of the game), well shuffled again, and divided as before, and once 
more the search for corresponding couples begins. The process is repeated 
six times; if then the larger number of cards remain unpaired, the 
players have a decided antipathy to one another, but if the majority have 
been thrown out, it shows that their sentiments are in accord. 



HALMA SOUTAIRE. 

This is a brisk and lively Ittle game; there s no great skill in it, but, 
like Young Eapid in the play, it ''keeps moving," and does not allow the 
attention to relax. 

Shuffle two packs together, and lay out four cards. If the first be 
of the same suit, or the same value, as the third or fourth, pass it ov€r the 
intermediate card or cards, and place it on the available one; and similarly 
the second may jump over the third and be deposited on the fourth. Now 
lay out four more cards, and again see whether any jumps can be made; if 
not, lay out fo,ur fresh cards, and continue this until the pack is exhausted. 



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The jumps are always to be made from the left to the right, and over 
one or two (not more) intermediate packets. Sometimes the line lengthens 
out a long way, and then again contracts, as a fresh series of jumps can be 
made, the packets meanwhile increasing in bulk. The jumps can be taken 
at any part of the line, and the packets passed over must be pushed up 
towards the left. The object is to reduce the final number of packets to 
four. 

In the Diagram given no jumps could be made with the first four cards, 
and fo,ur others have just been laid down which will give four jumps, thus: 
eight of clubs on to two of clubs, king of hearts on to nine of hearts, queen 



13 



of diamonds on to queen of spades, and the eight and two of clubs on to 
the eight of diamonds, reducing the number of packets to four. Now lay 
out four more cards, and proceed. 

CONGRESS SOLITAIRE. 

This game is difficult, and requires a good deal of play. There is a 
peculiarity in it, which at first sight appears to give a great advantage 
to the player; but, unless carefully used, it often results in hopeless 
chockering. The primary formation is as follows: Two perpendicular 
rows of four cards are placed at a sufficient distance from one another 
to allow of the eight aces beiug arranged in two rows between them. 



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The aces are built upon according to their respective suits; but on the 
eight side cards you may place any in the descending scale, having regard 
only to their value, and not to the suit. Thus, a jack of hearts may follow 
a queen of diamonds, and a ten of spades can be placed upon it. These 
side cards should not be arranged in compact packets, but spread out in 
a fan shape, so that you may see at a glance where your cards are. You 
are not bound to pack on the side packets. You may play cards that look 
apparently suitable upon the rubbish heap, if you prefer it, and it is 
often good policy to do so, and not to get one suit blocking another. There is 
no second turn, therefore great carefulness is necessary. 

BARTON SOLITAIRE. 

This is one of the games so dear to the beart of a true Solitaire lover, 
in which the difficulties are many and great, and only to be overcome by 
drawing largely on the qualities of patience and perseverance. It is played 
with four packs, which are to be shuffled together, and laid out in six rows 
of seventeen cards each. If there are any aces in the lowest row, which is 
the only one that can be dealt with at the commencement of the gam'e, 
take them out, and place them to form foundations of piles built up to their 
respective kings. 

Now deal the remaining cards out on a rubbish-heap. You may pack 
on exposed cards in a downward direction, following suit; but it is not well 



14 



to exercise "this privilege too freely at tbe beginning of a game, for a card 
once packed is blocked, and can only be transferred to an ace-packet; 
whereas, a free card can be moved to an upper row, if there is an exposed 
one suitable for placing it on. No cards may be brought down to a lower 
row, or shifted laterally; then can only be moved up. Of course, the great 
object is to frc'e as many aces as possible, which is another reason for not 
blocking cards that are in the line below them. 

When a vacancy is made in the top row, any exposed card may be 
placed in it. There is no second turn of the rubbish-heap, consequently it is 
but seldom that the game is fully accomplished; many players think they 
have done well if they have succeeded in building eight ace-packets up to 
their kings. 

LADY OF THE MANOR. 

Two packs are required for this game, but tbey should not be shuffled 
together. From the first one you will count out four packets of twelve 
cards each, and lay them in a row, face upwards, leaving room for the 
formation of eight ace packets below them. The remaining cards are to be 



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arranged in a semi-circle, according to their value, from the deuce to the 
king. As the aces turn up, you place them in a row below the four packets. 
You will now proceed to build on the aces without any regard to suits. You 
may take the cards from the semicircle for this purpose, until a suitable one 
appears on either of the four packets, when it must be taken in preference, 
as, unless you can succeed in working all the cards off those packets, you 
will fail in the game. 

TRIPLE ALLIANCE. 

This is a game for one pack. The description is simple, but the gam'8 
is not so easy to do as it looks; for if the cards do not turn out well, or if 
judgement is not exercised in forming the triplets, several cards are left at 
the end which cannot form an alliance, and therefore the game is a failure. 
Shuffle well, and lay out a board in two lines, each line containing nine 
packets of three cards each, except th^ last two, which will only have two 
cards. 

Now proceed to search among the exposed cards for three of consecu- 
tive value, without paying any attention to suit, and dispose them in a 
fan shape, either above or below your board, according to your space. If 



15 



there are two or three exposed cards the same value, it is allowable to look 
underneath and see which would be most judicious to take as freeing useful 
cards. Continue forming these triplets, and dispose them by placing the 
lowest in value underneath. On the occasions on which kings and aces 
combine, the king is counted the lowest. The triplets run, queen, king, ace, 
and king, ace, two. There will be four duplicate sets of alliances, and only- 
four; if you repeat any set three times it will throw out the game at the 
end. If you succeed you will form seventeen alliances with one card over, 
which card is usually a seven or a ten. 

BLONDE AND BRUNETTE SOLITAIRE. 

If the end and aim of Solitaire is to thoroughly puzzle a player, the 
Blonde and Brunette game certainly bear off the palm. We give it in order 
to make the series complete; but it is not generally liked, as there is no 
individual choice, and conseq,uently no scope for play. Great carefulness is 
the quality required to bring it to a successful issue. Shuffle two packs 
thoroughly well together; then lay eight cards in a row. As you deal out 
the remainder of the pack, you place on these cards any that will suit in a 










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descending ratio — as a queen on a king, a seven on an eight, a two on a 
three. The aces, as they appear, must form a row above, and these are 
built ,npwards. Cards that cannot find a place in either of these rows go 
on to the rubbish heap. So far the description sounds very much like other 
games of Solitaire; but there is this peculiarity, that two cards of the same 
color must never be put together — on a red ace you will place a black 
deuce; on a black six, in the first row, a red five; and you will find it a 
very bewildering thing to do. Whenever you make a vacancy in the first 
row, by transferring a pile to an ace packet, the vacancy is to be filled from 
the rubbish heap. As you are allowed to turn the latter once, it is generally 
owing to some oversight on your part when you fail in the game. 

NARCOTIC SOLITAIRE. 

This game is so called because it is said that the monotonous dealing 
out the cards over and over again induces drowsiness, and is a remedy for 
insomnia. It is to be doubted, however, whether sometimes when they 
wilfully persevere in coming out just wrong, it may not rather induce strong 
language than sleepiness. 

It is played with one pack in the following way: Deal four cards in a 
row; if there are two of the same value place the right hand one upon the 
left, thus bringing two together; the same if there are three of the like 
sort. Continue dealing thus, always packing tbe sets together on the left. 
When the pack is exhausted, take up the packets in order, beginning with 



16 



the right hand one, and deal out again; this process has to be repeated 
many times. When four of the same value are dealt across they are dis- 
carded, and the gam'e is won when all the cards are got rid of in this way. 
It is strange, however, how often when the player has packed four 
together and thinks that surely they will come o,ut right next deal, one of 
them persists in going round the corner as it were, and leaving its com- 
panions with an interloper; it is often more than half-an-hour before the 
sets are all thrown out. 



CLOCK SOLITAIRE. 

Only one pack is used for this game. Lay out twelve cards as shown 
in the Diagram, facing upwards, but not choosing the cards. If any court 
cards (i. e., king, queen, or jack) occur, place them underneath the pack 




in your hand; then proceed by placing cards from the top of this pack on 
any two cards in the clock-face that, when added together, make eleven — 
such as eight and three, seven and four, if you can succeed in finding 
elevens, until your pack is exhausted, when each card in the original clock- 
face will be covered by a court card, and the game brought to a successful 
termination. 

SQUARE SOLITAIRE. 

Square Solitaire requires no illustration. Form three sides of a square, 
thus: Place four cards along the top, and four on each side, horizontally. 
Two packs are requisite, which should be shuffled together. Now proceed 
to deal out. In the centre of the square place the deuces, as tjhey come out, 
and build upon them until each edifice is crownnd by an ace. You are ,also 
allowed to place on the twelve fundamental cards any of the same suit, in 
a descending line — as a nine on a ten, then an eight on the nine, and so on. 
Whenever you take one of these packets to build on the deuces, fill up the 
vacancy from the rubbish heap which you are forming with those cards that 
cannot be placed. There is no second turn in this game; it therefore be- 
hoves the player to be on the alert, and allow no opportunity of packing to 
escape. 



17 



REVERSE SOLITAIRE. 

Shuffle two packs together, then lay out twenty-one cards in three 
TOWS of seven cards each. The cards are to be alternately open and reverse; 
that is, the first will be face upwards (open), the second face downward, 
and so on, as shown in the accompanying Diagram. , 

As each row begins and ends with an open card, there will be twelve 
open and nine reverse. Having laid them out, survey the board, to see if 




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you can find a reverse card between duplicates (i. e., between two kings, 
two sixes, etc.); if there is, the reverse and the card on its right are thrown 
out, and the gap closed up by bringing the rest of the row to the left. Now 
deal round on the open cards again, throwing out the reverse card and its 
right-hand duplicate packets as soon as it appears. When a row is reduced 
to three, both the right and left-hand packets are dismissed with their 
reverse. If you succeed in clearing the board, you have accomplished the 
game, whether you have dealt out all the cards or not. 

BISLEY SOLITAIRE. 

This is a game for one pack only, and the possibilities of accomplishing 
it vary very much. Sometimes the cards work off without the slightest 
difficulty; at others there are obstacles which, even with the most careful 
manipulation, prove insuperable, and the only thing to do then is to gather 
up the cards and try again. 

The first proceeding is to lay out the pack in four rows of thirteen 
cards each; but in doing this the first four places are left blank, to be 
filled with the aces as they turn up. The player therefore begins at the 
fifth place, putting nine cards only in the first row, unless any aces have 
appeared. The board being completed, search for twos (which place on 
their proper aces) and for kings. These latter you take out, and form a 
row underneath, building on them according to suit, and in a downward 
direction. Now examine the board carefully to see if there is any packing 
to.be done; the only cards you can deal with are ''exposed" ones (that 
is, cards with none below them), so each one you move frees the one above 
it. The packing can be either upwards or downwards, always following 
suit, and can be altered at pleasure; for instance, if you wish to free 
a nine which has a seven underneath it, and there is an exposed six, you 
may pack tlie seven on it, and afterwards if an eight is placed on the 
nine, you can unpack again and transfer the seven and six to the nine 
packet. Sometimes the cards are entirely ' ' chockered, " and no amount 



18 



of transfer from one packet to another will set them free; this happens 
when there is a cross-block, say a four under a nine, and an eight under 
a seven, all of one suit; it is obvious that neither can be reached, and 
the game must inevitably fail. Often, however, an irrevocable block is 
caused by want of foresight on the part of the player. If it were allow- 
able, as in most games of Solitaire, to move a card into a vacancy when 
one is made in the top row, there would be no difficulty in the game at 
all, but no such privilege is accorded here, therefore there is no way of 
removing a cross-block whether natural or made by wrong packing. The 
combinations on the boa^rd should be thoroughly well studied before any 
packing is attempted. When you have built an ace up, and its correspond- 
ing king down till they meet, place the king and its cards on the ace and 
the packet is then completed. 

COLORS SOLITAIRE. 

One pack is used for this game, with which the player makes six 
rubbish heaps, packing on them as he pleases. As the two, three, four 
and five turn out, they are placed in a row above; but the two and four 
must be one color, three and five the other. Suits are not attended to, 
only colors — hearts and diamonds being used promiscuously together, and 



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spades and clubs. The first of the four base cards to make its appear- 
ance determines the color of the others. These bases are built upon in 
an upward direction, and the packets when completed show one, two, three, 
four as their respective top cards. 

This game appears simplicity itself at first sight, but the player will 
find that great care must be taken in packing the rubbish heaps, or hope- 
less chockering will be the result, for no secon-d turn is allowed. Nor 
is it permissible to move the cards from one heap to another; but it is 
as well to leave one or two vacant spaces, and not to make up all the 
rubbish heaps at once, for if kings, aces and twos are packed on the top 
of other cards there is little chance of being able to work them off. 

GRABBAG-E SOLITAIRE. 

It is with some hesitation that we include the game of Grabbage In 
our collection of games of Solitaire. 

A game that is all hurry and flurry; a game that requires the nails to 



19 



be kept short, lest they should nip bits out of other people's fingers; a 
game of which the essence is that it should go at racing speed, can surely 
have nothing in common with the calm and serene amusement whose 
different forms we have been describing in the foregoing pages. Yet the 
principle is exactly the same, though tbe manner of carrying it out is eo 
totally different; and as we have given Hasty Solitaire — of which Grabbage 
is only a fuller development — it seems but right that the rules fo the larger 
game should not be omitted. 

The proper number of players is four, and each must have his own pack. 
He may make four heaps in front of him, and place his cards on these heaps 
as he pleases; but all aces are at once put into the middle of the table, and 
built upon, without regard to suits, as quickly as possible, the player who 
adds the king taking that packet off the board. When two cards of tbe same 
significance are put on a packet simultaneously, the lowest has it; good 
players, therefore, keep tbeir hands low, and slide their cards along. It is 
not advisable to use good packs for Grabbage, as there are frequent 
collisions, and the cards get sadly crumpled up and damaged. The usual 
plan is to play so many rounds; the first out wins the round. 



THE MISSING LINK. 

One pack only is required for this game. Shuffle it thoroughly, then 
cut, and from the middle take one card, which put aside without looking at 
it: this is the Missing Link. Lay out seven cards in a row, as shown in 
the illustration, and if there be an ace among them, take it out and put 
it above the foundation row, filling the vacancy from the pack; tbe other 
aces are treated in the same way as they turn up. 



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The Missing Link. 



Now deal out the rest of the cards, packing on the seven foundations 
in any way you please, and building up the ace packets in their proper 
suits. It is unfortunate when it so happens that the seven foundations are 
all low cards, so as to compel you to pack higher ones upon them; but there 
is one loophole of escape from the difficulty. 

If you can effect a vacancy in the foundation row by working cards off 
on to the ace packets, you may place any exposed card in the space; and the 
often allows an inconvenient king or queen to be removed from blocking 
cards below it. When all the pack is dealt out, you may then turn up the 
Missing Link, and if this affords the means of completing the ace packe)ts, 
the game has succeeded; but it is the last hope, for there is no second turn. 



20 



PAIRS SOLITAIRE. 

This is not a very abstruse game, but will serve to while away an idle 
moment or two. Lay nine cards out in three rows, throw out the pairs, and 
fill the vacant spaces from the pack. When you come to a stop, you have 
the privilege of laying down one card, which often sets the game going 
again, and this you may repeat whenever a stop occurs; but should this 
card not find a pair, the game has failed. 

SCOTCH SOLITAIRE. 

Scotch Solitaire is played with one pack, which is laid out in eighteen 
packets, sixteen of them consisting of three cards each, the other two of 
two cards. Take out aces as they appear, and place them below. These 
aces are built up to the kings in alternate colors. 



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Upon the packets on the board you may pack in downward sequence, 
without attention to either suit or color, and you may shift the exposed 
cards about from one packet to another. You will want every privilege you 
can get, for only one turn is allowed, and it is not at all an easy game to 
complete. In the illustration there are two aces to be taken. 

COLONEL SOLITAIRE. 

Shuffle two packs together, and lay out three rows of cards, twelve in 

each. Those in the lower row are the only ones that can be dealt with; 

take out any aces that may be in this row, and place them above the board, 

building upon them in suits. You may pack exposed cards on the board, 

also in suits, and in downward sequence. 

As soon as a card is moved from a lower row, the one above it becomes 
exposed, and may be packed; and there is no limit as to packing, as in the 
game referred to above. But though cards may be carried to a higher row, 
they may not be brought down to a lower one; indeed, very strict players 
even object to moving the cards laterally, but 'this makes the game almost 
too difficult. Of course, all the time that you are packing and building, you 
are dealing the cards out on the rubbish-heap, but do not overlook any 
chance, for there is only one turn. 

Still, it is sometimes good play not to be too hasty in packing the lower 
cards, if there is any chance of their being moved up, for when a vacancy 
can be made in the top row, any single exposed card may be placed in it. 
Towards the end of the deal, you had better be chary even in filling 



21 



vacancies, for as there is no second turn, you have but on^e privilege; 
namely, you may gather the cards up, and turn the first. If you can place 
it (which you can do, if there is a vacancy in the top row), well and good, 
the game is alive; if you cannot, lay it down and look at the second card. 
Unless that can be used for packing, building or filling up, your efforts are 
in vain — the game has failed. 

THE QUEEN AND HER LAD. 

One pack only is required for this game. The queen of hearts must be 
the commencing card, and the jack of hearts is put at the bottom of the 
pack; unless the Queen and her Lad meet, the game is a failure. As you 
lay out your cards (commencing, as has been said, with the queen), push 
out either one or two cards that ar.e between two others of the same suit, 
or of the same signification — with this proviso, if two are pushed out, that 
they must be of the same suit or be pairs. When, however, you find in the 








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Completed (No. 2). 

process of readjusting your line, that you have three or four pairs of cards 
contiguous to each other of the same suit or same quality, you may push 
them all out on playing a suitable card. For instance: if next to the queen 
of hearts you have three of clubs, following this two spades, two diamonds, 
two kings (see illustration), and your next card is a club, you may push 
out all six; but this cannot be done if the suits are intermingled. This is a 
very difficult game to bring to a successful issu'e: the Queen very seldom 
meets her Lad. 

HOBBLED SOLITAIRE. 

The name of this game is certainly appropriate, for the player is sadly 
"hobbled" while he is laying out the board. 

Shuffle two packs together, and commence by placing eleven cards in a 
row; take any kings or aces of the four suits that may be in this row, witii 
their consecutive cards following suit. 

The kings, as usual, are built in a downward, the aces in an upward 
direction. Fill the gaps from the pack and commence the second row; 
and now liberty ceases, and the restrictions begin. After the first row 
no cards are available for building, except the first and the last two, and 
these must be taken before they are laid down, for a card once placed 
is immovable. For instance, supposing the king of hearts is out; and 
the first card of the third row is the jack, if in commencing the fourth 
you turn the queen, you can place her on the king, but you cannot take 
the jack, it is only the card you are turning and have not laid down 
that may be used. When all the cards are out the strict law slack- 
ens, and an era of license begins. You may pack exposed cards on one 



22 



another as you will, upwards or downwards, only following suit; and 
you may pack both ways, i. e., you may place a seven on an eight, and 
then an eight on the seven, and so on. 

Of course, your principal aim will be to penetrate the columns, so 
as to set free imprisoned kings and aces and their followers, and if you 
can dispose of one entirely you can place any exposed card in the vacancy 
thus made. 

When you cannot pack or build any more, gather up the cards, begin- 
ning at the left hand, and running each column down, so as to preserve 
the rotation. Lay them out again, once more using from the top column 
freely, but from the succeeding ones with the former restrictions. You 
may repeat the whole process a third time. 

MATRIMONIAL SOLITAIRE. 

One pack is required for this game, from which, before commencing to 
play, you must take the king and queen of diamonds and the king and 
queen of clubs, placing the monarchs and their consorts side by side, as 
shown in the second illustration. Now begin to play out on the rubbish 
heaps, of which you may have three, packing them as you please. When the 
aces of diamonds and clubs turn out, place them on their respective kings, 







Three Rubbish Heaps. 



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Commenced (No. 1). 







Completed (No. 2X 

and build upon them in upward sequence. For the two queens the suits are 
changed, hearts going on the diamond, spades on the club, commencing with 
the jack, and working downwards. If the game succeeds, the packets of 
the diamond and club kings will be of their own suits, except the crowning 
queens, which will be respectively hearts and spades, while the diamond 
and club queens will have received the hearts and spades, ending with the 
kings. If the game be not accomplished in one turn, which it very seldom 
is, the three rubbish heaps may be gathered up, and played out again in one 
heap only. 

GATEWAY SOLITAIRE. 

This is a very puzzling game, and the attention has to be kept on the 
alert to watch the board and the various packets, some going upward, 
some downward, and it requires great judgment and a constant study 
of the cards to decide which direction it is best to proceed in. 



23 



The game is played with three packs well shuffled together. The 
player then proceeds to lay out the board, which consists of six rows of 
eight cards each. During this process any kings and aces that turn up 
are disposed of in the following way: The aces of the four suits are 
placed above the board; two sets of kings are laid horizontally on each 
side. This being arranged, the player examines the lowest row to see 
if he can place any cards on their proper suits. The player now plays the 
rest of his cards on a rubbish-heap, building at every opportunity. There 
is no packing on the board in this game, but if a vacancy can be made 
in the top row, any exposed card may be put up into it. The rubbish- 
heap may be turned once, but it is seldom, indeed, that a player can 
* ' achieve the gateway of success. " 

QUADRILLE SOLITAIRE. 

This game is known to have been played in France upwards of 100 
years ago. One pack only is required, which must be thoroughly shuf- 
fled. Deal out the cards on a rubbish heap, and as the aces and deuces 
turn up place them on the board, as in Diagram to form the figure of a 



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quadrille. These eight formations are to be built upon according to their 
suits, but in alternate numbers; thus, on the ace you place first a three 
then five, seven and so on up to the king; while on the deuce even num- 
bers are placed ^ending with the queen. The rubbish heap may be turned 
twice. If all the cards are not used then you have lost again. 

CABLE SOLITAIRE. 

This is a game with three packs, and an extremely difficult one, 
success being attained on an average about once in twenty times of playing; 
but then the pleasant feeling of complacency when that success is attained, 
quite makes up for the nineteen previous disappointments. The packs 
must be well shuffled, but each by itself; they are three strands of the 
cable, which it is the object of the game to twine together. Lay out the 
first pack in five rows of ten cards each; there will be two cards over 
which must not be looked at, but laid aside for what fortune-tellers call 
''the surprise." Now take the second pack and continue the rows, thus 
making ten in all, and laying aside the last two cards as before. 



24 



You must now look out for any packing or building that it is possible 
to do; exposed cards on the board can be packed on one another accord- 
ing to suit, but always in a downward direction, while all the aces that can 
be freed must be taken out and built up to their respective kings. Exposed 
cards can be freely moved from one column to another, and whole sequences 
may be taken if there is a suitable card to place them upon. Thus, if 
the ten of hearts has been packed downwards, and in the course of the 
game the jack becomes exposed, the ten with its sequence can be 
placed upon it. It is also allowable to move a portion of a sequence if 
desirable, leaving the upper part stationary. 

When all the preliminary packing is finished, take up the third pack 
and commence forming a rubbish-heap, using, of course, every card that 
is available, either for the board or for the ace packets. If a vacancy can 
be made in the top row, any exposed card can be placed in it, or a 
sequence can be moved up into it. The rubbish-heap may be turned 
once, and then the player's last hope is in *Hhe surprise.,' which often 
contains cards that enable blocks to be removed, and the game is set 
going again. But if this does not prove to be the case, there is nothing 
for it but sorting the cards and laying them out again. 

FORTUNE TELLING SOLITAIRE. 

This is a game for three or more players, and is a favorite with young 
ladies, as being supposed to afford them a glimpse of their future destiny. 
The four aces are laid in the middle of the board, their significations 
being: Hearts, loved; diamonds, courted; clubs, married; and spades, 
single blessedness. The cards are then dealt round, and the players place 







;♦ 




them, face downwards, on the table in front of them. The oldest hand 
turns the top card. If it is a deuce, it is placed upon its proper ace, and the 
player turns another, which is put, face upwards,, above his own pack, 
as shown in the Diagram. The next player then turns a card; the aces 
are built upon in their right suits, but you may put cards on the exposed 
packs of any of your neighbors, so long as you do so in the descending 
sequence, without attending to suit. You may continue to play as long as 
you can place your cards; when the sequence breaks, the next player 
goes on. 

When your first packet is finished, and you have only the exposed 
one in front of you, you turn that down, and go on as before. If you 
finish off all your cards on one of the ace packets, it shows what your fate will 
be; but if your cards work off on your neighlDors' packets, the oracle is 
veiled, and your fortune remains untold. 



25 



TRAVELERS' SOLITAIRE. 

This is a short and easy solitaire. We like to intermix the simple with 
the complex. One pack only is required, which must be laid out in three 
rows of four packets (see Diagram), each containing four cards; these 
packets are to be face upwards. There will be four cards over, to be 
laid on one side for the present. Now will commence the journeys of 
the different cards, which are gradually to arrange themselves in their 
proper stations, from the ace (the first packet) to the queen (the twelfth). 

In order to accomplish this, you must take one of the four cards that 






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were laid aside, and put it at the bottom of the packet it belongs to. 
We will suppose that it is an ace; place it, therefore, underneath the first 
packet. But as there must never be more than four cards together, the 
top one, which, according to the illustration, is a six, becomes the trav- 
eler. As it slips into its place, it dislodges the nine of spades, which 
then sends the seven of clubs to seek its proper home. But No. 7 packet 
is headed by a king, and in this game there is no room for kings, so his 
majesty is thrown aside, and another of the four unknown cards taken to 
commence a fresh series of journeys. At the end of the game the packets 
should appear in order — all the aces together^ all the twos, and so on, to the 
queens, the kings lying ignominiously in a discarded heap. It is in the power 
of the kings, however, to upset the arrangement. If two or three are on the 
tops of the packets, or in the four ' ' out ' ' cards, you are brought to a stand- 
still, for, when these four cards are exhausted, there is no way of starting 
the others on their various journeys home. 



26 



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